Wow...that was a flashback to my childhood. I would ask my dad who's winning...his response. "team with the most points"
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Also, is it a totally new gameplay addition? Or just a tweak on a feature or aspect that is currently considered 'broken' or in need of fixing
Top tier QBs can sling the ball around like top tier QBs. Just finished a playing a game online as Houston against Oneback's Georgia Tech.
UH QB#7 - 17/24 351yds 2TDs 1Int (which was a BS int)
UH WR#88 - 5rec 106yds 1TD 43long 41YAC
UH WR#83 - 5rec 114yds 1TD 72long 45YAC
UH WR#35 - 3rec 32yds 0TD 20long 11YAC
UH WR#3 - 3rec 47yds 0TD 29long 28YAC
UH HB#25 - 1rec 52yds 0TD 52long 56YAC
gschwendt, did you see my request above? Would you mind posting video of Utah at home vs BYU? I would love to see my beloved Utes beat up on the kewgers.
Also, this is up to you, but would you mind playing on Heisman? I want to get an idea of how Heisman looks compared to all of the All-American games of yours I've watched. I want to see the difference in the way the CPU plays
I won't be able to get to it tonight as I'll be uploading a full game video of me & Oneback playing and that will likely take all night, possibly more. I'll try to get one captured either tonight or tomorrow and upload it tomorrow night, can't make any promises though.
Jaymo, to answer your earlier question about CPU Pass Coverage, as of now, I still have it set at 50. Most games, i'm still between 50 and 55% completions. I'm enjoying the change from 11 where 60-65% was :easy:
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Has the feel of the speed or power option seem to change any in Ncaa 12? It doesn't feel the same in the demo.
Also any idea if the power option out of I-Form Tackle Over has been fixed this year. So the FB doesn't run to the opposite side of the play(Play art was accurate)
Thanks guys...
A couple of quick clips from my game against JB tonight... both clips are of the same play.
http://www.easports.com/media/play/video/80205661
http://www.easports.com/media/play/video/80205557
Ha, nicely done.
Semi-similar: http://www.youtube.com/watch?v=J_QAhiEgS3U
so now we dont need anyone saying, "that was so bogus, whats up with the AI there, that would never happen in real life"
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From a couple of posts on OS, the rumored patch is supposed to be fully editable rosters in dynasty mode. It would be similar to what NBA 2k11 allows you to do.
Here is a post by Bumble 14, a staff writer on OS: "Spoke with Ben a few weeks back and he let me know they are looking into providing a patch for NCAA12 that will allow for complete player rating editing in dynasty. Not a guarantee that we will see it, but it sounded very,very promising. Contrary to popular belief the devs ARE listening. In fact, Ben was the one who brought the topic of a ratings editor up to me at E3 before I could even mention it. They are pretty passionate about the games they make, just like we are."
This was posted about 2 weeks back. I am 70-80% sure this is what will be added.
full edit rosters would be sweet
Online Play - Georgia Tech (Oneback) vs Houston (gschwendt)
Part 1
http://www.youtube.com/watch?v=1MaMGWctQSc
Part 2
http://www.youtube.com/watch?v=fDiFQHDOhtI
Part 3
http://www.youtube.com/watch?v=R_DgTYShCT0
G, I don't think I've ever seen you miss a punt like that first one :D:D
Good game, here looking forward to part 2. The option is interesting.
G and Oneback, did you guys notice any slow down having played online rather than offline? Were you able to manually control players without any lag or any other kind of slowdown?
I didn't notice any lag, however g and I have never had any problems. I was on wireless for this game as well so I assume everything will be good.
On the field play... no. I think it plays quite smoothly. There's a hair of a difference in timing between offline & online but I don't know that we'd ever get away from that. Overall though the control feels good, probably a bit better than last year but not certain.
theres always going to be some sort of delay no matter how small and petty it may be, its just part of the beast of playing over a network...
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Can yall talk more about yalls game with Houston vs GT. They are a thread on OS talking about it related to the option game. How was the flexbone/option compared to last year?
It's why I don't play online much. Sure every now and then I will play against a friend for fun but I don't play ranked matches and I try to avoid doing too many user/user matches in OD. Call me what you will but to me it's basically unplayable online because of the difference usually. I don't have the world's best connection but I certainly don't have the worst, I don't lag when playing other games online but idk what it is with Madden and NCAA but I just can't play online without experiencing lag.
At 5:05 of the GT/Houston game (Part 1) is another example of how zones are still broken. :( 3 defenders working against 2 receivers, with zone assignments that (in theory) should adequately defend the streak/flat routes run by the receivers. Instead, you get 2 (possibly 3) defenders all playing incorrectly on the same play. I'm trying to be positive about zone coverage, but stuff like that is driving me nuts, lol.
The biggest issue right now is that the flex bone doesn't use wide (3-foot splits), when g blitzed the backside linebacker he would tackle my QB everytime I ran triple. In real live the flexbone offense starts off with three foot splits, if the guard is uncovered the tackle will widen to 4-foot splits, after this if the backside defender is still able to make the tackle on triple the backside tackle will widen to 4-plus feet.
We don't have this type of control in NCAA so if the defense is able to get that backside defender around the edge it takes away your base play. As you saw in the video however, the backside defender was able to make the tackle no matter the play called when there was first a dive fake (this removes triple and midline from the playbook).
Coutner (Trap) option right now it's correct, the QB should be taking two 6 o'clock steps straight back and faking to the dive back before going playside. This allows the pulling guard to get out in front and log the defender (who would be the read man on triple) making this a double option. what is currently happening is the pulling guard is getting caught up on the backside as the QB fakes the dive and can never get out in front thus taking away your constraint play for the triple.
Triple and Midline can be used if the backside defender cannot make the tackle, and used quite effectively I may add. Counter Option isn't worth the hassle right now unfortunately as in most cases you will end up tackled in the backfield or making a bad pitch.
If your limited because the backside defender is making a tackle your running game is now limited to FB dive, speed option and rocket.
So Tommy, you going to post our epic 3OT game from last night? :D